Thursday, September 23, 2010

Metal Frogs and Post Mortems


First off, the metal frog will not be in the game (no matter how much I love him). Second, he did give me an idea for an interesting mini game to play between levels. Luckily, I think it should be pretty easy to implement once I get the engine up and running.

On an unrelated note, I really like Gamasutra. If you want a crazy specific rundown of the games industry, that is definitely the site you should be reading. It really goes deep on an industry level...having said that, I wish I was smart enough to read it all the time. But when my comprehension level does bob over a fifth grade level, I check out their postmortems. Postmortems are basically a chance for a developer to look back at a game's creation, release, and success (or lack there of). They write their own synopsis of what worked and what didn't and hopefully it imparts some knowledge on to other developers.

I've read a few, but I have to say that I was most impressed with the one by Dan Brainerd, Leo Jaitley, and Ichiro Lambe. The guys at Dejobaan Games crafted a compelling and fun read as they recount their process of creating "Aaaaa! -- A Reckless Disregard for Gravity". I was most interested in the importance of being able to step back from your project to get a better perspective on its quality, as well as taking better advantage of focus testing. Being the sole creator of my game, I often wonder if I've become so close to my idea that I can't objectively look at my own ideas.

It really is a great read, especially for indie developers, and is worth checking out: article

For more developer postmortems, check out Game Developer Magazine.

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